Bethrezen wrote:
second i noticed was on Alpha 11 the mission where you have to intercept the New Paradigm convoy before they get away with the artifact any way some of the turrets appear to be missing from the enemy base.

Probably the lancer hard-points. They are built by a single truck and can take several minutes to build all of them.

Ok so played Beta 1 and given that I have the game on hard I was expecting to really struggle and get absolutely murdered because it is a well established fact that Beta 1 is one of the toughest missions in the game

However the mission was so shockingly easy even on hard that I completed the level in less then 5 minuets (if you don’t count the time it takes to rebuild the base and do research) and I didn’t even have to slow the game down I don’t know what’s is going on but there is no way in hell I should be able to complete that level in less then 5 minutes with just 9 heavy body tracked lancers attached to an experienced commander what’s more is they didn’t even get any of my units down to yellow.

Why are the collective units so weak??? It’s like they are missing half there upgrades.

I also noticed 2 additional bugs the first is that the collective drop point behind your base remains active even after destroying the turrets so for what ever reason the drop zone isn’t getting shut down correctly when you overrun the drop zone and destroy the turrets I noticed the same thing happening on for the drop zone on Alpha 12 that one doesn’t seem to get shut down correctly either when you over run it and destroy the turrets.

The second bug I noticed is that after destroying the collective Command Centre I continued to get attacked by VTOLs which is odd because once you take out the Command Centre that should stop there air attacks since they are coming in from off screen.

Other than those couple of things everything else seems to play correctly.

I have however noticed a couple of other minor little details which you can see in these screen shots.

As you can see everything is incorrectly over lapping, so that’s something else that's going to need sorting out.

I suggest using the portable master for campaign since it is already far ahead of 3.2.3. I have some fixes for enemy research and other changes that occur with difficulty in #4602. VTOL spawning is already fixed, but not the transport one.

I notice that the sensor target bug you reported seems to only happen with feature objects.

I suggest using the portable master for campaign since it is already far ahead of 3.2.3.

wasn't aware there was such a thing where do it find it ?

I notice that the sensor target bug you reported seems to only happen with feature objects.

yeah it only happens with objects like buildings and the like, although its odd that its happening at.

Ok so just played Beta 02 and this level seems buggy and appears to have a glitch that causes the level to auto end when you are nowhere near the crash site at first i though this might just be a one off but I’ve replayed the level several times now and It’s happen repeatedly, in addition I’m getting scripting errors here is the log

Beta 03 seems to play ok but I’m getting a bunch of scripting errors, which would seem to suggest that the collective is trying to build units but can’t because they are missing the necessary research, although judging from your previous comments this seems to be a known issue, anyway here is the log.

Just as on beta 1 you continue to be attacked by vtols even after destroying both command centers which should stop there air attacks so that needs fixing.

Second has someone been meddling with this level because I noticed that the build orders at the western base appear to of been changed where in previous versions of the game the factories at the western base would only produce hover tank killers in 3.2.3 I’ve noticed that the computer seems to be building hover flamer tanks which seems like an odd choice when I’m using lancers, because realistically hover flamers don’t stand a chance against my units even if they attack on mass because they don’t deal anywhere close to enough damage there range is to short and even if they get close enough to shoot at me they aren’t heavily armored enough to withstand the withering barrage of fire from my lancers.

Now it may be that older versions of the game where just bugged and the computer was never meant to produce just hover tank killers I don’t know but certainly producing hover flamers at the moment is a waste of time even given the fact that with the exception of the New Paradigm bodies all other bodies are vulnerable to fire damage due to having low thermal armor.

Personally I’m of the opinion that for flamers to ever be a viable option they need a significant buff maybe not to there damage as that could make them overpowered due to the vulnerability to flame damage but certainly I would increase the range to match that of machine guns because real life flame throwers particularly those mounted on tanks can project a jet of flame for about 30 feet just look at the second world war era crocodile tanks used by the allies again German bunkers.

Personally i don't think the way flame tanks are portrayed in game at the moment is an accurate representation of what real flamethrowers can do.

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Another glitch i have encountered is if you have units queued for production and then you save and reload when the production queue gets to zero building of units isn't halted like it should be resulting to many units being produced.

also I've been having a few targeting difficulties for example in this screen shot

]

I'm trying to tell the truck to go and repair the turret but the cursor wont change to the spanner icon even though the cursed is hover directly over the middle of the object.

I've noticed that on occasion the target and the hover zone for that target can become misaligned and you have to hover the cursor off to the side or above or below the actual target before cursor will change to the one pertinent to the action you are trying to perform, I've seen this when trying to attack targets, when trying to demolish buildings and when trying to repair targets, while this is not a big deal it can be annoying, so it would be nice if this one can get sorted out.

also i noticed that the movement code still needs work because units are still getting stuck when things are in the way the most common example of this is when units are damage and are trying to retreat for repairs and the other undamaged units wont move out the way to let the damage unit get past.

around repair bays is another common area where traffic jams can occur because you will have damage units coming in for repair and repaired units trying to move to the rally point and often the opposing flows of traffic can cause snarl-ups which the player has to deal with manually since the computer is to stupid to go around obstacles.

when having more than one builder working on a buildings construction is another area where snarl-ups can happen because again builders are to stupid to move over a bit so all the builders that have been assigned to build that target can get in range

mobile repair units also have issues again because undamaged units wont move over to let the mobile repair unit/units get past.

Admittedly this is an old complaint that has plagued the game from the very beginning but this is definitely something that needs looking at again.

http://buildbot.wz2100.net/files/. The converted scripts go up to the second to last Beta mission as of now. The Beta 2 bug is fixed and there are tickets for save/reload factory queue and structure targeting.

Something like flowfield path finding would help solve the units being unaware of the location of neighboring units. Not sure how difficult it would be to implement though.

This mission seems to have an issue with loading save files if you save part way though the mission while in the NASDA Central map and then try to reload that save the game freezes for a period of time, if you just wait for about 30 to 60 seconds then the game does come up eventually most of the time occasionally though it does crash no idea what is going on and why it freezes up like that probably just a scripting error.

I'd post the log but the forum seems to be having issues and it wont let me

also i noticed that I'm able to build the command center and command relay center on away missions which shouldn't be possible.

This next one is more of a suggestion than a bug would it be possible to speed up the game more that 1.5 times without having to put debug mode on this would be helpful at the end of missions like alpha 5 when there is a lot of research to do saves sitting about for like 15/20 minutes just waiting for research to finish.

It's the portable master that you want. Just note that for testing purposes, updates to mission scripts can not be observed if a save is already on that mission. Building command center and relays offworld is currently isolated to just the unconverted scripts.

I'm just trying to verify that buildbot.wz2100.net/files/warzone2100-3.2.3_portable.exe

is the master because i had expected the portable to say warzone2100-master3.2.3_portable.exe but it doesn't it just says warzone2100-3.2.3_portable.exe which had me a little confused so I just want to make sure i got the right one.

Just note that for testing purposes, updates to mission scripts can not be observed if a save is already on that mission.

that's ok once i can confirm that i have the master portable I was going to start a new game anyway.

Something like flowfield path finding would help solve the units being unaware of the location of neighboring units. Not sure how difficult it would be to implement though.

I wonder how other games handle the movement of units because I've played a lot of games like this over the years games like DOW, C&C, AoE etc and I can't say I've ever really had issues with movement like this, and on C&C, DOW, AoE my unit groups consist of way more than 18 units which is about the largest group I'll usually field in WZ since groups much bigger than that become to cumbersome to command and control.

one thing i have noticed though is that this issue seems to get progressively worse as your units get bigger and if you put said heavy body units on tracks then the problem gets even worse since tracked vehicles are so slow and unmenouverable anyway. Personally I'm of the opinion that the hit box for heavy units is simply to big and needs to be adjusted, while this wouldn't solve the issue it would help to mitigate it a bit since heavy units would move more like they are light units

Started a new game and missions Alpha 01 to Alpha 05 seemed to work correctly, however Alpha 06 as with the release version appears to be broken the drop zones for the New Paradigm don’t appear to be working correctly and they aren’t bringing in reinforcements, they don’t seem to be producing units from there factories and if you attack them from beyond there range of site they don’t react they just sit there getting pounded, same thing if you attack there turrets from beyond sight range there units don’t react they just sit there and let you blow up there turrets.

While the initial garrison will give you a semi reasonable fight to begin with once you have cut your way through that the response from the New Paradigm is so underwhelming and pathetic that you will meet more resistance from there turrets then you will from units, I'm also getting scripting errors here's the log.

If ya want the save as well let me know, other than that i can't say I've noticed any Campaign specific issues, but I'll keep ya posted as i play though the other levels there are however a bunch of more general issues some of which I've already posted about but i need to check and see which ones are still present and which aren't.

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Just noticed an odd glitch with Alpha 07 for some reason the New Paradigm only send a single drop ship of troops when there supposed to send one every 1 to 2 minutes, normally i wouldn't notice since i usually finish that level so quick but this time I decided to hold off building the base for a little while so that I could train up my troops but after the first drop ship they seem to give up and don't send any more odd ???

Bethrezen wrote:
Just noticed an odd glitch with Alpha 07 for some reason the New Paradigm only send a single drop ship of troops when there supposed to send one every 1 to 2 minutes.

Thanks, just fixed it. The JS script was made to allow winning as long as 1) at least one transport was unloaded and 2) no enemies are on map. I looked at the original .slo file for sub1-ca and it forced users to endure eleven transport loads. Now victory happens when the New Paradigm has at least eleven transport runs.

https://www.youtube.com/watch?v=LOJQYEeg6Oc
In 2.3.8 i had to build 4 buildings on the plateux, at least 3 of which should be defensive structures, and kill all enemy units after that, regardless of how many transports have landed. As far as i remember, it was quite reliable.

The main problem with wzscript is - it's so spaghetti that you've no idea what was actually intended and what's a bug.